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Thank you for this awesome plugin! It works perfectly on Windows 10 Unity 5.6. I've tried to get the _device.IsConnected status, but it seems to...
Thanks for posting your findings. I will look into this when I eventually get my hands on and android device. If you find other clues or solve it...
Hi Anraksha I'm sorry to hear you ran into problems. As it states in the asset description; OSC simpl supports "Export for OSX, iOS, and Windows...
Hi Foriero. Does MIDI Unified 5.x support MIDI clock? All the best ~ce
Bump. I am looking forward to use the multidisplay feature a lot, but I still keep running into issues with UI. 5.5.0f3 and 5.6b2. Is there any...
Hi Jakub, happy to hear you solved it. Point taken. It may make sense to make a couple of readymades for controlling transforms, lights and such.
Hi Hierro. Unfortunately I don't have a Android device and therefore can't guarantee that OSC simpl will work on that platform. I apologise for...
As stated in the description. Yes.
It seems that UdpClient is not included in the Unity build for Windows Store. This is unfortunate since OSC simpl relies on it. Have you tried to...
I have tried to reproduce this by sending from MaxMSP to OSC simpl 1.2 in Unity 5.5 on OSX and Windows, both with .NET 2.0 and .NET 2.0 subset. I...
Hi mraeclo I was just looking into it and I'm happy to hear you fixed it. If you are calling map methods in OnEnable, you must remember to call...
[EDIT] Version 1.2 is now available and will fix the issue described below. Unity 5.5.0 breaks OSC simpl. It will give you an error CS0121...
Thanks for your insight. Wow, if that is the case, it is really S*** news. I have several scripts that break because of this. We may have to wait...
Unity 5.5 is not happy about member overloading using UnityAction arguments. The script works perfectly fine in Unity 5.4.3, but in 5.5.0 it...
[EDIT] I found that the Mono UdpClient which OSC simpl relies on has a hardcoded receive buffer size at 8192 bytes. I will have to rewrite a few...
It is still an issue in Unity 5.4.0f3. It is extremely annoying if you want to parse the exact data on the Unity side.
I have the exact same issue, also in Unity 5.4. Should this be submitted as a bug?
As far as I can tell there is still no solution for this. Do let me know if I am wrong.
In that case I'd recommend subscribing to oscIn.onAnyMessage and write logic for parsing the messages as they come in.
That's not currently possible. You will have to loop through the bodies and map each joint. You can use a delegate to forward the information as...